Gaming machine and method with dynamic game progression
Abstract
A gaming system comprises game-logic circuitry and a display device configured to display an active array of symbol positions. The game-logic circuitry establishes award levels having respective awards and respective array sizes and establishes a predefined path defining progression through the award levels. The display device selectively populates the active array with symbols through one or more game cycle outcomes, updates, in response to detecting a branching condition within the game cycle outcomes, the predefined path to a modified path such that progression from the first award level is altered from a second award level to a third award level, and, in response to progressing from the first award level to the third award level based on the modified path: (i) modifies the active array to the array size of the third award level, and (ii) repeats the selective population for one or more additional game cycle outcomes.
Claims
exact text as granted — not AI-modifiedWhat is claimed is:
1 . A gaming system comprising:
a gaming machine including an electronic display device configured to display a graphical game interface including an active array of symbol positions; and game-logic circuitry configured to:
cause the electronic display device to present, via the graphical game interface, a predefined path associated with a plurality of award levels including a first award level and a second award level, each award level of the plurality of award levels having a respective trigger condition associated with a number of trigger symbols and a corresponding array size;
present respective award indicia that visually indicates an award value for each award level of the predefined path, the predefined path defining a sequential order of progression through the plurality of award levels, wherein progression is visually indicated by the predefined path from the first award level to the second award level;
cause the electronic display device to present, via the graphical game interface, an animation sequence to selectively populate the active array of symbol positions with one or more symbols through one or more game cycle outcomes associated with the first award level via the graphical game interface, the active array having the array size associated with the first award level, wherein the one or more symbols selectively include value-bearing symbols with respective award indicia visually indicating respective award value;
cause the electronic display device to animate a collection of trigger symbols within the one or more game cycle outcomes;
cause the electronic display device to visually increase the award indicia of the first award level and the second award level at least partially as a function of the award indicia of value-bearing symbols populating the active array within the one or more game cycle outcomes; and
cause the electronic display device to animate progression from the first award level in a game state including the trigger condition to the second award level by causing, via the graphical game interface, the electronic display device to: (i) animate the active array to visually transition to a modified active array having the array size corresponding to the second award level, (ii) animate the predefined path to transition from the first award level to the second award level, and (iii) repeat the selective population for one or more additional game cycle outcomes with the modified active array, wherein none of the trigger symbols that appear in the active array are carried over to the modified active array.
2 . The gaming system of claim 1 , wherein the trigger symbols include the value-bearing symbols.
3 . The gaming system of claim 1 , wherein the award values of the value-bearing symbols populating the active array are added to the award indicia of each award level of the plurality of award levels.
4 . The gaming system of claim 1 , wherein the respective award values of previously progressed award levels of the predefined path remain visibly unaffected by newly-populating value-bearing symbols at a current award level of the predefined path.
5 . The gaming system of claim 1 , wherein collecting the trigger symbols includes locking the trigger symbols within the active symbol array for any remaining game cycle outcomes of the one or more game cycle outcomes.
6 . The gaming system of claim 1 , wherein the award indicia of the second award level is further increased in response to a value-bearing symbol detected within the one or more additional game cycle outcomes.
7 . The gaming system of claim 1 , wherein the game-logic circuitry is configured to cause the electronic display device to present a game cycle counter via the graphical game interface and visually update the game cycle counter to indicate a remaining duration of a current award level of the predefined path.
8 . A method of conducting and presenting a game using a gaming system, the gaming system comprising game-logic circuitry and a gaming machine, the gaming machine including an electronic display device configured to display a graphical game interface including an active array of symbol positions, the method comprising:
causing, by the game-logic circuitry, the electronic display device to present, via the graphical game interface, a predefined path associated with a plurality of award levels including a first award level and a second award level, each award level of the plurality of award levels having a respective trigger condition associated with a number of trigger symbols and a corresponding array size; causing, by the game-logic circuitry, the electronic display device to present respective award indicia that visually indicates an award value for each award level of the predefined path, the predefined path defining a sequential order of progression through the plurality of award levels, wherein progression is visually indicated by the predefined path from the first award level to the second award level; causing, by the game-logic circuitry, the electronic display device to present, via the graphical game interface, an animation sequence to selectively populate the active array of symbol positions with one or more symbols through one or more game cycle outcomes associated with the first award level, the active array having the array size associated with the first award level, wherein the one or more symbols selectively include value-bearing symbols with respective award indicia visually indicating respective award value; causing, by the game-logic circuitry, the electronic display device to animate a collection of trigger symbols within the one or more game cycle outcomes; wherein each of the value-bearing symbols includes respective award indicia visually indicating the respective award value, causing, by the game-logic circuitry, the electronic display device to visually increase the award indicia of the first award level and the second award level at least partially as a function of the award indicia of value-bearing symbols populating the active array within the one or more game cycle outcomes; and causing, by the game-logic circuitry, the electronic display device to animate progression from the first award level in a game state including the trigger condition to the second award level by causing, via the graphical game interface, the electronic display device to: (i) animate the active array to visually transition to a modified active array having the array size corresponding to the second award level, (ii) animate the predefined path to transition from the first award level to the second award level, and (iii) repeat the selective population for one or more additional game cycle outcomes with the modified active array, wherein none of the trigger symbols that appear in the active array are carried over to the modified active array.
9 . The method of claim 8 , wherein the trigger symbols include the value-bearing symbols.
10 . The method of claim 8 , wherein the award values of the value-bearing symbols populating the active array are added to the award indicia of each award level of the plurality of award levels.
11 . The method of claim 8 , wherein the respective award values of previously progressed award levels of the predefined path remain visibly unaffected by newly-populating value-bearing symbols at a current award level of the predefined path.
12 . The method of claim 8 , wherein collecting the trigger symbols includes locking the trigger symbols within the active symbol array for any remaining game cycle outcomes of the one or more game cycle outcomes.
13 . The method of claim 8 , wherein the award indicia of the second award level is further increased in response to a value-bearing symbol detected within the one or more additional game cycle outcomes.
14 . The method of claim 8 further comprising causing, by the game-logic circuitry, the electronic display device to present a game cycle counter via the graphical game interface and visually update the game cycle counter to indicate a remaining duration of a current award level of the predefined path.
15 . A gaming machine comprising:
an electronic display device configured to display a graphical game interface including an active array of symbol positions; and game-logic circuitry configured to:
cause the electronic display device to present, via the graphical game interface, a predefined path associated with a plurality of award levels including a first award level and a second award level, each award level of the plurality of award levels having a respective trigger condition associated with a number of trigger symbols and a corresponding array size;
present respective award indicia that visually indicates an award value for each award level of the predefined path, the predefined path defining a sequential order of progression through the plurality of award levels, wherein progression is visually indicated by the predefined path from the first award level to the second award level;
cause the electronic display device to present, via the graphical game interface, an animation sequence to selectively populate the active array of symbol positions with one or more symbols through one or more game cycle outcomes associated with the first award level, the active array having the array size associated with the first award level, wherein the one or more symbols selectively include value-bearing symbols with respective award indicia visually indicating respective award value;
cause the electronic display device to animate a collection of trigger symbols within the one or more game cycle outcomes;
wherein each of the value-bearing symbols includes respective award indicia visually indicating the respective award value, cause the electronic display device to visually increase the award indicia of the first award level and the second award level at least partially as a function of the award indicia of value-bearing symbols populating the active array within the one or more game cycle outcomes; and
cause the electronic display device to animate progression from the first award level in a game state including the trigger condition to the second award level by causing, via the graphical game interface, the electronic display device to: (i) animate the active array to visually transition to a modified active array having the array size corresponding to the second award level, (ii) animate the predefined path to transition from the first award level to the second award level, and (iii) repeat the selective population for one or more additional game cycle outcomes with the modified active array, wherein none of the trigger symbols that appear in the active array are carried over to the modified active array.
16 . The gaming machine of claim 15 , wherein the trigger symbols include the value-bearing symbols.
17 . The gaming machine of claim 15 , wherein the award values of the value-bearing symbols populating the active array are added to the award indicia of each award level of the plurality of award levels.
18 . The gaming machine of claim 15 , wherein the respective award values of previously progressed award levels of the predefined path remain visibly unaffected by newly-populating value-bearing symbols at a current award level of the predefined path.
19 . The gaming machine of claim 15 , wherein collecting the trigger symbols includes locking the trigger symbols within the active symbol array for any remaining game cycle outcomes of the one or more game cycle outcomes.
20 . The gaming machine of claim 15 , wherein the award indicia of the second award level is further increased in response to a value-bearing symbol detected within the one or more additional game cycle outcomes.
21 . The gaming machine of claim 15 , wherein the game-logic circuitry is configured to cause the electronic display device to present a game cycle counter via the graphical game interface and visually update the game cycle counter to indicate a remaining duration of a current award level of the predefined path.Cited by (0)
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